How to change the text of a Label - Tkinter - python

I am creating a math game and want a score count in the top corner.

Yes, you need the command argument, but you also need a function for the command argument to run. Something like this would work:
from tkinter import *
def increment_score():
global score
score += 1 # update variable
score_addition_easy_number.config(text=score) # update screen
root = Tk()
score = 0
root7 = Frame(root)
score_addition_easy_label = Label(root7, text="Score count: ")
score_addition_easy_label.pack(side=LEFT)
score_addition_easy_number = Label(root7, text=score)
score_addition_easy_number.pack(side=LEFT)
root7.pack()
a_e_answer_2 = Button(root, text="8", font=("times", 30, "bold"), padx=190, command=increment_score)
a_e_answer_2.pack()
root.mainloop()

Related

Tkinter Display Label does not udpate

The displayed score on the Tkinter window does not update on each loop. But if you check in the terminal score is been updated
Tk Window does not update
The terminal score has been updated
score = 0
def check():
global score
if answered_question[1]['correct_answer'] == 'True':
score += 1
root = tk.Tk()
root.config(padx=20, pady=20, bg=BLUE_GRAY)
score_board = tk.Label(
text=f"Score: {score}",
bg=BLUE_GRAY, fg="white",
font=('Arial', 10, "normal")
)
check_btn = tk.Button(image=check_img, command=check, highlightthickness=0)
root.mainloop()
You have to update the label explicitly by using either config/configure (same thing), or by binding a tk.StringVar() to your Label's textvariable parameter
# Option One
def check():
global score
if answered_question[1]['correct_answer'] == 'True':
score += 1
# update the label
score_board.configure(text=f'Score: {score}')
or...
# Option Two
def check():
global score
if answered_question[1]['correct_answer'] == 'True':
score += 1
# update the label
label_var.set(f'Score: {score}')
... # code omitted for brevity
label_var = tk.StringVar() # declare a tk.StringVar to bind to your label
score_board = tk.Label(
text=f"Score: {score}",
bg=BLUE_GRAY, fg="white",
font=('Arial', 10, "normal"),
textvariable=label_var, # the label will update whenever this var is 'set'
)

How do I create a +1 button in tkinter

**I am writing a baseball counting program. I have a label for walks and strikeouts. To the side of those labels I have buttons with the text "+1". I want the buttons to be able to change and print the number of walks and strikeouts every time I click the +1 buttons. I just need some ideas to help get started. Here is my code for clarification: **
import tkinter as tk
from tkinter.constants import COMMAND, X
global walk_counter
walk_counter = 0
global strikeout_counter
strikeout_counter = 0
def main(): # This is the main function
root = tk.Tk()
frame = tk.Frame(root)
frame.master.title("Random Title")
frame.pack(padx=4, pady=3, fill=tk.BOTH, expand=1)
populate_boxes(frame)
root.mainloop()
def populate_boxes(frame):
walks_label = tk.Label(frame, text="BB:")
walks_entry = tk.Label(frame, width=4)
walks_button = tk.Button(frame,text="+1")
strikeouts_label = tk.Label(frame,text="Strikeouts:")
strikeouts_entry = tk.Label(frame,width=4)
strikeouts_button = tk.Button(frame,text="+1")
walks_label.place(x=200,y=500)
walks_entry.place(x=250,y=500)
walks_button.place(x=300,y=500)
strikeouts_label.place(x=400,y=500)
strikeouts_entry.place(x=450,y=500)
strikeouts_button.place(x=500,y=500)
def add_more_walks():
global walk_counter
walk_counter += 1
walks_entry.config(text = walk_counter)
add_more_walks()
main()

How to make a button create a label and shortly after that hide in tkinter

My code:
def Click():
global output
output = StringVar()
output = random.randint(1, 6)
global outputL
outputL = Label(root, text = f"The number is... {output}")
outputL.pack()
output = 0
How do I make it hide the label after that?
Use after method and config method
(TIP) Don't create a widgets(Labels, Buttons, etc...) inside a function. Use config method to update your widgets
from tkinter import *
import random
root = Tk()
def Remove_Output():
outputL.pack_forget()
def click():
global output
output = StringVar()
output = random.randint(1, 6)
outputL.config(text=f"The number is... {output}")
outputL.pack()
output = 0
root.after(1000, Remove_Output)
btn = Button(root, text="Click",command=click)
btn.pack()
outputL = Label(root, text = "")
root.mainloop()

How do I change the random_number variable every time I click the button?

import random
from tkinter import *
root = Tk()
random_number = str(random.randint(1,11))
def myClick():
myLable = Label(root, text=f"{random_number}")
myLable.pack()
rand_button = Button(root, text="Press for a random number",
command=myClick)
rand_button.pack()
root.mainloop()
This should work
import random
from tkinter import *
root = Tk()
random_number = str(random.randint(1, 11))
MyLabel = Label(Tk, text=random_number)
MyLabel.pack()
def myclick():
random_number = str(random.randint(1, 11)) # Assigning random number
MyLabel.config(text=random_number) # Changing text to random number
randButton = Button(root, text="Press for a random number", command=myClick)
randButton.pack()
root.manloop()
The main problem with your code was that you had to make a new random number every time you clicked the button and you had to change the text of the same label, or you would have a bunch of labels stacking on each other.
You're assigning a random number to the random_number variable once, so it never changes.
If you move it to the method it will generate a new one each time.
import random from tkinter import * root = Tk()
def myClick():
random_number = str(random.randint(1,11)) # Generates a new # when the method is called.
myLable = Label(root, text=f"{random_number}") myLable.pack()
rand_button = Button(root, text="Press for a random number", command=myClick)
rand_button.pack()
root.mainloop()

Get input in Python tkinter Entry when Button pressed

I am trying to make a 'guess the number' game with Pyhon tkinter but so far I have not been able to retrieve the input from the user.
How can I get the input in entry when b1 is pressed?
I also want to display a lower or higher message as a clue to the player but I am not sure if what I have is right:
import time
import random
import decimal
import tkinter as tk
root = tk.Tk()
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
guess = 0
def get(entry):
guess = entry.get()
return guess
def main():
b1 = tk.Button(root, text="Guess", command=get)
entry = tk.Entry()
b1.grid(column=1, row=0)
entry.grid(column=0, row=0)
root.mainloop()
print(guess)
if guess < randomnum:
l2 = tk.Label(root, text="Higher!")
l2.grid(column=0, row=2)
elif guess > randomnum:
l3 = tk.Label(root, text="Lower!")
l3.grid(column=0, row=2)
while guess != randomnum:
main()
l4 = tk.Label(root, text="Well guessed")
time.sleep(10)
You could define get inside main, so that you can access the entry widget you created beforehand, like this:
entry = tk.Entry()
def get():
guess = entry.get()
return guess # Replace this with the actual processing.
b1 = tk.Button(root, text="Guess", command=get)
You've assembled random lines of code out of order. For example, the root.mainloop() should only be called once after setting up the code but you're calling it in the middle of main() such that anything after won't execute until Tk is torn down. And the while guess != randomnum: loop has no place in event-driven code. And this, whatever it is, really should be preceded by a comment:
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
Let's take a simpler, cleaner approach. Rather than holding onto pointers to the the various widgets, let's use their textvariable and command properties to run the show and ignore the widgets once setup. We'll use StringVar and IntVar to handle input and output. And instead of using sleep() which throws off our events, we'll use the after() feature:
import tkinter as tk
from random import randint
def get():
number = guess.get()
if number < random_number:
hint.set("Higher!")
root.after(1000, clear_hint)
elif number > random_number:
hint.set("Lower!")
root.after(1000, clear_hint)
else:
hint.set("Well guessed!")
root.after(5000, setup)
def setup():
global random_number
random_number = randint(1, 100)
guess.set(0)
hint.set("Start Guessing!")
root.after(2000, clear_hint)
def clear_hint():
hint.set("")
root = tk.Tk()
hint = tk.StringVar()
guess = tk.IntVar()
random_number = 0
tk.Entry(textvariable=guess).grid(column=0, row=0)
tk.Button(root, text="Guess", command=get).grid(column=1, row=0)
tk.Label(root, textvariable=hint).grid(column=0, row=1)
setup()
root.mainloop()
Here is a tkinter version on the number guessing game.
while or after are not used!
Program checks for illegal input (empty str or words) and reports error message. It also keeps track of the number of tries required to guess the number and reports success with a big red banner.
I've given more meaningful names to widgets and used pack manager instead of grid.
You can use the button to enter your guess or simply press Return key.
import time
import random
import tkinter as tk
root = tk.Tk()
root.title( "The Number Guessing Game" )
count = guess = 0
label = tk.Label(root, text = "The Number Guessing Game", font = "Helvetica 20 italic")
label.pack(fill = tk.BOTH, expand = True)
def pick_number():
global randomnum
label.config( text = "I am tkinking of a Number", fg = "black" )
randomnum = random.choice( range( 10000 ) )/100
entry.focus_force()
def main_game(guess):
global count
count = count + 1
entry.delete("0", "end")
if guess < randomnum:
label[ "text" ] = "Higher!"
elif guess > randomnum:
label[ "text" ] = "Lower!"
else:
label.config( text = f"CORRECT! You got it in {count} tries", fg = "red" )
root.update()
time.sleep( 4 )
pick_number()
count = 0
def get( ev = None ):
guess = entry.get()
if len( guess ) > 0 and guess.lower() == guess.upper():
guess = float( guess )
main_game( guess )
else:
label[ "text" ] = "MUST be A NUMBER"
entry.delete("0", "end")
entry = tk.Entry(root, font = "Helvetica 15 normal")
entry.pack(fill = tk.BOTH, expand = True)
entry.bind("<Return>", get)
b1 = tk.Button(root, text = "Guess", command = get)
b1.pack(fill = tk.BOTH, expand = True)
pick_number()
root.geometry( "470x110" )
root.minsize( 470, 110 )
root.mainloop()
Correct way to write guess number.
I write a small script for number guessing game in Python in
get_number() function.
Used one widget to update Label instead of duplicating.
I added some extra for number of turns that you entered.
Code modified:
import time
import random
import decimal
import tkinter as tk
root = tk.Tk()
randomnum = float(decimal.Decimal(random.randrange(100,10000))/100)
print(randomnum)
WIN = False
GUESS = 0
TURNS = 0
Vars = tk.StringVar(root)
def get_number():
global TURNS
while WIN == False:
Your_guess = entry.get()
if randomnum == float(Your_guess):
guess_message = f"You won!"
l3.configure(text=guess_message)
number_of_turns = f"Number of turns you have used: {TURNS}"
l4.configure(text=number_of_turns)
l4.grid(column=0, row=3, columnspan=3, pady=5)
WIN == True
break
else:
if randomnum > float(Your_guess):
guess_message = f"Your Guess was low, Please enter a higher number"
else:
guess_message = f"your guess was high, please enter a lower number"
l3.configure(text=guess_message)
l3.grid(column=0, row=2, columnspan=3, pady=5)
TURNS +=1
return Your_guess
label = tk.Label(root, text="The Number Guessing Game", font="Helvetica 12 italic")
label.grid(column=0, row=0, columnspan=3, sticky='we')
l2 = tk.Label(root, text='Enter a number between 1 and 100',
fg='white', bg='blue')
l2.grid(row=1, column=0, sticky='we')
entry = tk.Entry(root, width=10, textvariable=Vars)
entry.grid(column=1, row=1, padx=5,sticky='w')
b1 = tk.Button(root, text="Guess", command=get_number)
b1.grid(column=1, row=1, sticky='e', padx=75)
l3 = tk.Label(root, width=40, fg='white', bg='red' )
l4 = tk.Label(root, width=40, fg='white', bg='black' )
root.mainloop()
while guess:
time.sleep(10)
Output for enter floating numbers:
Output after the guess was high:
Output after the guess was low:
Output You won and number of turns:

Categories

Resources